#pragma once
#include"Shader.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace glm;
class Material
{
public:
	Shader* shader;
	unsigned int diffuse;
	unsigned int emission;
	unsigned int specular;
	//vec3 ambient;
	float shininess;
	Material(Shader* _shader,unsigned int _diffuse,unsigned int _emission,unsigned int _specular,float _shininess);
};

